/*
==============================================================================

TANK

==============================================================================
*/

#include "g_local.h"
#include "m_tank.h"


void tank_refire_rocket (edict_t *self);
void tank_doattack_rocket (edict_t *self);
void tank_reattack_blaster (edict_t *self);

static int	sound_thud;
static int	sound_pain;
static int	sound_idle;
static int	sound_die;
static int	sound_step;
static int	sound_sight;
static int	sound_windup;
static int	sound_strike;

//
// misc
//

void tank_sight (edict_t *self, edict_t *other)
{
	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}


void tank_footstep (edict_t *self)
{
	gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
}

void tank_thud (edict_t *self)
{
	gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
}

void tank_windup (edict_t *self)
{
	gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
}

void tank_idle (edict_t *self)
{
	if (!(self->spawnflags & SF_MONSTER_AMBUSH))
		gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}


//
// stand
//

mframe_t tank_frames_stand []=
{
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL
};
mmove_t	tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
	
void tank_stand (edict_t *self)
{
	self->monsterinfo.currentmove = &tank_move_stand;
}


//
// walk
//

void tank_walk (edict_t *self);

mframe_t tank_frames_start_walk [] =
{
	ai_walk,  0, NULL,
	ai_walk,  6, NULL,
	ai_walk,  6, NULL,
	ai_walk, 11, tank_footstep
};
mmove_t	tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};

mframe_t tank_frames_walk [] =
{
	ai_walk, 4,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 3,	NULL,
	ai_walk, 2,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	tank_footstep,
	ai_walk, 3,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 7,	NULL,
	ai_walk, 7,	NULL,
	ai_walk, 6,	NULL,
	ai_walk, 6,	tank_footstep
};
mmove_t	tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};

mframe_t tank_frames_stop_walk [] =
{
	ai_walk,  3, NULL,
	ai_walk,  3, NULL,
	ai_walk,  2, NULL,
	ai_walk,  2, NULL,
	ai_walk,  4, tank_footstep
};
mmove_t	tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};

void tank_walk (edict_t *self)
{
		self->monsterinfo.currentmove = &tank_move_walk;
}


//
// run
//

void tank_run (edict_t *self);

mframe_t tank_frames_start_run [] =
{
	ai_run,  0, NULL,
	ai_run,  6, NULL,
	ai_run,  6, NULL,
	ai_run, 11, tank_footstep
};
mmove_t	tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};

mframe_t tank_frames_run [] =
{
	ai_run, 4,	NULL,
	ai_run, 5,	NULL,
	ai_run, 3,	NULL,
	ai_run, 2,	NULL,
	ai_run, 5,	NULL,
	ai_run, 5,	NULL,
	ai_run, 4,	NULL,
	ai_run, 4,	tank_footstep,
	ai_run, 3,	NULL,
	ai_run, 5,	NULL,
	ai_run, 4,	NULL,
	ai_run, 5,	NULL,
	ai_run, 7,	NULL,
	ai_run, 7,	NULL,
	ai_run, 6,	NULL,
	ai_run, 6,	tank_footstep
};
mmove_t	tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};

mframe_t tank_frames_stop_run [] =
{
	ai_run,  3, NULL,
	ai_run,  3, NULL,
	ai_run,  2, NULL,
	ai_run,  2, NULL,
	ai_run,  4, tank_footstep
};
mmove_t	tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};

void tank_run (edict_t *self)
{
	if (self->enemy && self->enemy->client)
		self->monsterinfo.aiflags |= AI_BRUTAL;
	else
		self->monsterinfo.aiflags &= ~AI_BRUTAL;

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &tank_move_stand;
		return;
	}

	if (self->monsterinfo.currentmove == &tank_move_walk ||
		self->monsterinfo.currentmove == &tank_move_start_run)
	{
		self->monsterinfo.currentmove = &tank_move_run;
	}
	else
	{
		self->monsterinfo.currentmove = &tank_move_start_run;
	}
}

//
// pain
//

mframe_t tank_frames_pain1 [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};

mframe_t tank_frames_pain2 [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};

mframe_t tank_frames_pain3 [] =
{
	ai_move, -7, NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 2,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 3,  NULL,
	ai_move, 0,  NULL,
	ai_move, 2,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  tank_footstep
};
mmove_t	tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};


void tank_pain (edict_t *self, edict_t *other, float kick, int damage)
{
	if (self->health < (0.5 * self->max_health))
	{
		self->s.skinnum |= 1;
		if (!(self->fogclip & 2)) //custom bloodtype flag check
			self->blood_type = 3; //sparks and blood
	}

	if (damage <= 20)		//CW: shrug off low damage
		return;

	if (level.time < self->pain_debounce_time)
			return;

	if (damage <= 30)
		if (random() > 0.2)
			return;
	
	// If hard or nightmare, don't go into pain while attacking
	if ( skill->value >= 2)
	{
		if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
			return;
		if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
			return;
	}

	self->pain_debounce_time = level.time + 3;
	gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

	if (skill->value > 1)  
		return;		// no pain anims in nightmare (CW: or hard)

	if (damage <= 30)
		self->monsterinfo.currentmove = &tank_move_pain1;
	else if (damage <= 60)
		self->monsterinfo.currentmove = &tank_move_pain2;
	else
		self->monsterinfo.currentmove = &tank_move_pain3;
};


//
// attacks
//

void TankBlaster (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	end;
	vec3_t	dir;
	int		flash_number;

	if (!self->enemy || !self->enemy->inuse)
		return;

	if (self->s.frame == FRAME_attak110)
		flash_number = MZ2_TANK_BLASTER_1;
	else if (self->s.frame == FRAME_attak113)
		flash_number = MZ2_TANK_BLASTER_2;
	else // (self->s.frame == FRAME_attak116)
		flash_number = MZ2_TANK_BLASTER_3;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
	VectorCopy (self->enemy->s.origin, end);
	end[2] += self->enemy->viewheight;

	// Lazarus fog reduction of accuracy
	if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
	{
		end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
	}

	VectorSubtract (end, start, dir);
	monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER, BLASTER_ORANGE);
}	

void TankStrike (edict_t *self)
{
	gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
}	

void TankRocket (edict_t *self)
{
	trace_t	trace;
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;
	// Lazarus: Added Rogue's skill level-dependent rocket speed
	int		rocketSpeed;

	if (!self->enemy || !self->enemy->inuse)		//PGM
		return;										//PGM

	if (self->s.frame == FRAME_attak324)
		flash_number = MZ2_TANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak327)
		flash_number = MZ2_TANK_ROCKET_2;
	else // (self->s.frame == FRAME_attak330)
		flash_number = MZ2_TANK_ROCKET_3;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

	if (self->spawnflags & SF_MONSTER_SPECIAL)
		rocketSpeed = 400; // Lazarus: Homing rockets are tougher if slow
	else
		rocketSpeed = 500 + (100 * skill->value);	// PGM rock & roll.... :)

/*	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir); */
	// Lazarus: Added Rogue stuff and homers
	VectorCopy (self->enemy->s.origin, vec);
	if (random() < 0.66 || (start[2] < self->enemy->absmin[2]))
	{
//		gi.dprintf("normal shot\n");
		vec[2] += self->enemy->viewheight;
	}
	else
	{
//		gi.dprintf("shooting at feet!\n");
		vec[2] = self->enemy->absmin[2];
	}

	// Lazarus fog reduction of accuracy
	if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
	{
		vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
	}

	VectorSubtract (vec, start, dir);
	// lead target, but not if using homers
	// 20, 35, 50, 65 chance of leading
	// Lazarus: Switched this around from Rogue code... it led target more often
	//          for Easy, which seemed backwards
	if ( (random() < (0.2 + skill->value * 0.15) ) && !(self->spawnflags & SF_MONSTER_SPECIAL))
	{
		float	dist;
		float	time;

		dist = VectorLength (dir);
		time = dist/rocketSpeed;
		VectorMA(vec, time, self->enemy->velocity, vec);
		VectorSubtract(vec, start, dir);
	}

	VectorNormalize(dir);
	// paranoia, make sure we're not shooting a target right next to us
	trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
	if (trace.ent == self->enemy || trace.ent == world)
	{
		if (trace.fraction > 0.5 || (trace.ent && trace.ent->client))
			monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number,
				(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
	}
}	

void TankMachineGun (edict_t *self)
{
	vec3_t	dir;
	vec3_t	vec;
	vec3_t	start;
	vec3_t	forward, right;
	int		flash_number;

	if (!self->enemy || !self->enemy->inuse)		//PGM
		return;										//PGM

	flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

	if (self->enemy)
	{
		VectorCopy (self->enemy->s.origin, vec);
		vec[2] += self->enemy->viewheight;

		// Lazarus fog reduction of accuracy
		if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
		{
			vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		}

		VectorSubtract (vec, start, vec);
		vectoangles (vec, vec);
		dir[0] = vec[0];
	}
	else
	{
		dir[0] = 0;
	}
	if (self->s.frame <= FRAME_attak415)
		dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
	else
		dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
	dir[2] = 0;

	AngleVectors (dir, forward, NULL, NULL);

	monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}	


mframe_t tank_frames_attack_blast [] =
{
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, -1,	NULL,
	ai_charge, -2,	NULL,
	ai_charge, -1,	NULL,
	ai_charge, -1,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,		// 10
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster			// 16
};
mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};

mframe_t tank_frames_reattack_blast [] =
{
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster			// 16
};
mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};

mframe_t tank_frames_attack_post_blast [] =	
{
	ai_move, 0,		NULL,				// 17
	ai_move, 0,		NULL,
	ai_move, 2,		NULL,
	ai_move, 3,		NULL,
	ai_move, 2,		NULL,
	ai_move, -2,	tank_footstep		// 22
};
mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};

void tank_reattack_blaster (edict_t *self)
{
//CW++	Fix potential crashes
	if (!self->enemy || !self->enemy->inuse)
	{
		self->monsterinfo.currentmove = &tank_move_attack_post_blast;
		return;
	}
//CW--

	if ((visible(self, self->enemy)) && (self->enemy->health > 0))
	{
		if (random() <= (0.5 + 0.1*skill->value))	//CW: was just >= 0.6, for skill >= 2
		{
			self->monsterinfo.currentmove = &tank_move_reattack_blast;
			return;
		}
	}
	self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}


void tank_poststrike (edict_t *self)
{
	self->enemy = NULL;
	tank_run (self);
}

mframe_t tank_frames_attack_strike [] =
{
	ai_move, 3,   NULL,
	ai_move, 2,   NULL,
	ai_move, 2,   NULL,
	ai_move, 1,   NULL,
	ai_move, 6,   NULL,
	ai_move, 7,   NULL,
	ai_move, 9,   tank_footstep,
	ai_move, 2,   NULL,
	ai_move, 1,   NULL,
	ai_move, 2,   NULL,
	ai_move, 2,   tank_footstep,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -2,  NULL,
	ai_move, -2,  NULL,
	ai_move, 0,   tank_windup,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   TankStrike,
	ai_move, 0,   NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -3,  NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -2,  NULL,
	ai_move, -3,  NULL,
	ai_move, -2,  tank_footstep
};
mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};

mframe_t tank_frames_attack_pre_rocket [] =
{
/*	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 10
	ai_charge, 0,  NULL,*/	//CW: commented out to decrease time-to-fire
	ai_charge, 1,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 7,  NULL,
	ai_charge, 7,  NULL,
	ai_charge, 7,  tank_footstep,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 20
	ai_charge, -3, NULL
};
mmove_t tank_move_attack_pre_rocket = {FRAME_attak312, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};//CW: initial frame was 301

mframe_t tank_frames_attack_fire_rocket [] =
{
	ai_charge, -3, NULL,			// Loop Start	22 
	ai_charge, 0,  NULL,
	ai_charge, 0,  TankRocket,		// 24
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  TankRocket,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, -1, TankRocket		// 30	Loop End
};
mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};

mframe_t tank_frames_attack_post_rocket [] =
{	
	ai_charge, 0,  NULL,			// 31
	ai_charge, -1, NULL,
	ai_charge, -1, NULL,
	ai_charge, 0,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 3,  NULL,
	ai_charge, 4,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 40

	ai_charge, 0,  NULL,
	ai_charge, -9, NULL,
	ai_charge, -8, NULL,
	ai_charge, -7, NULL,
	ai_charge, -1, NULL,
	ai_charge, -1, tank_footstep,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 50

	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL
};
mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};

mframe_t tank_frames_attack_chain [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,

//CW+++ Make sure Tank follows target when firing MG.
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
	ai_charge,      0, TankMachineGun,
//CW---

/*	//CW: commented out for above reason
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
*/
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};

void tank_refire_rocket (edict_t *self)
{
//CW++	Fix potential crashes
	if (!self->enemy || !self->enemy->inuse)
	{
		self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
		return;
	}
//CW--

	if ((self->enemy->health > 0) && (visible(self, self->enemy)))
	{
		if (random() <= (0.3 + 0.1*skill->value))	//CW: was just >= 0.4, for skill >= 2
		{
			self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
			return;
		}
	}
	self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}

void tank_doattack_rocket (edict_t *self)
{
	self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
}

void tank_attack(edict_t *self)
{
	vec3_t	vec;
	float	range;
	float	r;

	// PMM
	if (!self->enemy || !self->enemy->inuse)
		return;

	if (self->enemy->health < 0)
	{
		self->monsterinfo.currentmove = &tank_move_attack_strike;
		self->monsterinfo.aiflags &= ~AI_BRUTAL;
		return;
	}

	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
	range = VectorLength (vec);

	r = random();

	if (range <= 125)
	{
		if (r < 0.4)
			self->monsterinfo.currentmove = &tank_move_attack_chain;
		else 
			self->monsterinfo.currentmove = &tank_move_attack_blast;
	}
	else if (range <= 250)
	{
		if (r < 0.6)	//CW: was 0.5
			self->monsterinfo.currentmove = &tank_move_attack_chain;
		else
			self->monsterinfo.currentmove = &tank_move_attack_blast;
	}
	else
	{
//CW+++ Make rocket attacks more likely if using homing rockets; exact probability depends on skill level.
		if (self->spawnflags & SF_MONSTER_SPECIAL)
		{
			if (r < (0.25 - 0.05*skill->value))
				self->monsterinfo.currentmove = &tank_move_attack_chain;
			else if (r < (0.75 + 0.05*skill->value))
			{
				self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
				self->pain_debounce_time = level.time + 5.0;	// no pain for a while
			}
			else
				self->monsterinfo.currentmove = &tank_move_attack_blast;
			}
		else
//CW---
		{
			if (r < 0.33)
				self->monsterinfo.currentmove = &tank_move_attack_chain;
			else if (r < 0.66)
			{
				self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
				self->pain_debounce_time = level.time + 5.0;	// no pain for a while
			}
			else
				self->monsterinfo.currentmove = &tank_move_attack_blast;
		}
	}
}


//
// death
//

//CW++
void tank_cmdr_body_think(edict_t *self)
{
	if (++self->s.frame < 24)
		self->nextthink = level.time + FRAMETIME;
	else
	{
		VectorSet(self->mins, -16, -16, -16);
		VectorSet(self->maxs, 16, 16, -0);
		self->think = NULL;
		self->nextthink = 0;
		gi.linkentity(self);
		M_FlyCheck(self);

		// Lazarus monster fade
		if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
		{
			self->think = FadeDieSink;
			self->nextthink = level.time + corpse_fadetime->value;
		}
	}

	if (self->s.frame == 3)
		gi.sound(self, CHAN_BODY, gi.soundindex("makron/spine.wav"), 1, ATTN_NORM, 0);
	else if (self->s.frame == 22)
		gi.sound(self, CHAN_BODY, gi.soundindex("tank/thud.wav"), 1, ATTN_NORM, 0);
}
//CW--

void tank_dead(edict_t *self)
{
//CW++
	if (strcmp(self->classname, "monster_tank_commander") == 0)
	{
		gi.WriteByte(svc_temp_entity);
		gi.WriteByte(TE_EXPLOSION1);
		gi.WritePosition(self->s.origin);
		gi.multicast(self->s.origin, MULTICAST_PHS);
		if (level.num_reflectors)
			ReflectExplosion(TE_EXPLOSION1, self->s.origin);


		self->item = FindItemByClassname("key_commander_head");
		Drop_Item(self, self->item);
		self->item = NULL;

		self->movetype = MOVETYPE_TOSS;
		self->svflags |= SVF_DEADMONSTER;
		self->solid = SOLID_BBOX;
		self->model = "models/monsters/commandr/tris.md2";
		self->s.modelindex = gi.modelindex(self->model);
		self->s.frame = 1;
		VectorSet(self->mins, -32, -32, 0);
		VectorSet(self->maxs, 32, 32, 48);
		self->takedamage = DAMAGE_YES;
		self->flags = FL_GODMODE;
		self->s.renderfx |= RF_FRAMELERP;
		self->think = tank_cmdr_body_think;
		self->nextthink = level.time + FRAMETIME;
		gi.linkentity(self);

		return;
	}
//CW--

	VectorSet (self->mins, -16, -16, -16);
	VectorSet (self->maxs, 16, 16, -0);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
	M_FlyCheck(self);

	// Lazarus monster fade
	if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		self->think=FadeDieSink;
		self->nextthink=level.time+corpse_fadetime->value;
	}
}

mframe_t tank_frames_death1 [] =
{
	ai_move, -7,  NULL,
	ai_move, -2,  NULL,
	ai_move, -2,  NULL,
	ai_move, 1,   NULL,
	ai_move, 3,   NULL,
	ai_move, 6,   NULL,
	ai_move, 1,   NULL,
	ai_move, 1,   NULL,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -2,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -3,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -4,  NULL,
	ai_move, -6,  NULL,
	ai_move, -4,  NULL,
	ai_move, -5,  NULL,
	ai_move, -7,  NULL,
	ai_move, -15, tank_thud,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t	tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};

void tank_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	int		n;

	self->s.skinnum |= 1;
	if (!(self->fogclip & 2)) //custom bloodtype flag check
		self->blood_type = 3; //sparks and blood

	self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
	if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
	{	// Knightmare- more gibs
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 16; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		for (n= 0; n < 16; n++)
			ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
		for (n= 0; n < 8; n++)
			ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
		ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
		ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
		return;

// regular death
	gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	self->monsterinfo.currentmove = &tank_move_death;
	
}

//
// monster_tank
//

/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	// Lazarus: special purpose skins
	if (strcmp(self->classname, "monster_tank_commander") == 0)
		self->s.skinnum = 2;
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/tank/tris.md2");
		self->s.skinnum += self->style * 4;
	}

	self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
	VectorSet (self->mins, -32, -32, -16);
	VectorSet (self->maxs, 32, 32, 72);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_pain = gi.soundindex ("tank/tnkpain2.wav");
	sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
	sound_idle = gi.soundindex ("tank/tnkidle1.wav");
	sound_die = gi.soundindex ("tank/death.wav");
	sound_step = gi.soundindex ("tank/step.wav");
	sound_windup = gi.soundindex ("tank/tnkatck4.wav");
	sound_strike = gi.soundindex ("tank/tnkatck5.wav");
	sound_sight = gi.soundindex ("tank/sight1.wav");

	gi.soundindex ("tank/tnkatck1.wav");
	gi.soundindex ("tank/tnkatk2a.wav");
	gi.soundindex ("tank/tnkatk2b.wav");
	gi.soundindex ("tank/tnkatk2c.wav");
	gi.soundindex ("tank/tnkatk2d.wav");
	gi.soundindex ("tank/tnkatk2e.wav");
	gi.soundindex ("tank/tnkatck3.wav");

	if (strcmp(self->classname, "monster_tank_commander") == 0)
	{
		// Lazarus: mapper-configurable health
		if (!self->health)
			self->health = 1000;
		if (!self->gib_health)
			self->gib_health = -10000;	//CW: was -225
		self->common_name = "Tank Commander";
	}
	else
	{
		// Lazarus: mapper-configurable health
		if (!self->health)
			self->health = 750;
		if (!self->gib_health)
			self->gib_health = -250;	//CW: was -200
		self->common_name = "Tank";
	}

	if (!self->mass)
		self->mass = 500;

	self->pain = tank_pain;
	self->die = tank_die;
	self->monsterinfo.stand = tank_stand;
	self->monsterinfo.walk = tank_walk;
	self->monsterinfo.run = tank_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = tank_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = tank_sight;
	self->monsterinfo.idle = tank_idle;

	// Knightmare- added sparks and blood type
	if (!self->blood_type)
		self->blood_type = 2; //sparks
	else
		self->fogclip |= 2; //custom bloodtype flag

//CW+++ Use negative powerarmor values to give the monster a Power Screen.
	if (self->powerarmor < 0)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
		self->monsterinfo.power_armor_power = -self->powerarmor;
	}
//CW---
//DWH+++
	else if (self->powerarmor > 0)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
//DWH---

	//if (!self->monsterinfo.flies)
	//	self->monsterinfo.flies = 0.01;	//CW: was 0.05

	gi.linkentity (self);
	self->monsterinfo.currentmove = &tank_move_stand;
	if (self->health < 0)
	{
		mmove_t	*deathmoves[] = {&tank_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start(self);
}
